﻿// Behavior originally contributed by HighVoltz.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//

#region Summary and Documentation
// WIKI DOCUMENTATION:
//      http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_EquipItem
//
// QUICK DOX:
//      Equips the specified item into a character equipment slot.  You may specify the slot, or allow it to default.
//      If an item is already occupying the equipment slot, it will be replaced with the specified item.
//
//  Parameters (required, then optional--both listed alphabetically):
//      ItemId: Id of the item to equip
//
//      QuestId [Default:none]:
//      QuestCompleteRequirement [Default:NotComplete]:
//      QuestInLogRequirement [Default:InLog]:
//              A full discussion of how the Quest* attributes operate is described in
//              http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
//      Slot [Default: first available]: Slot into which the item will be equipped.
//              Slot are defined on http://www.wowpedia.org/Equipment_slot.
//              The values allowed for this attribute are summarized in the following table:
//                   None ("first available")   Finger0Slot         SecondaryHandSlot
//                   AmmoSlot                   Finger1Slot         ShirtSlot
//                   BackSlot                   HandsSlot           ShoulderSlot
//                   Bag0Slot                   HeadSlot            TabardSlot
//                   Bag1Slot                   LegsSlot            Trinket0Slot
//                   Bag2Slot                   MainHandSlot        Trinket1Slot
//                   Bag3Slot                   NeckSot             WaistSlot
//                   ChestSlot                  RangedSlot          WristSlot
//
#endregion


#region Examples
#endregion


#region Usings

using System;
using System.Collections.Generic;
using System.Linq;

using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Inventory;
using Styx.CommonBot.Profiles;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.EquipItem
{
    [CustomBehaviorFileName(@"EquipItem")]
    public class EquipItem : CustomForcedBehavior
    {
        public EquipItem(Dictionary<string, string> args)
            : base(args)
        {
            QBCLog.BehaviorLoggingContext = this;

            try
            {
                ItemId = GetAttributeAsNullable<int>("ItemId", true, ConstrainAs.ItemId, null) ?? 0;
                QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
                QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
                Slot = GetAttributeAsNullable<InventorySlot>("Slot", false, null, null) ?? InventorySlot.None;
            }

            catch (Exception except)
            {
                // Maintenance problems occur for a number of reasons.  The primary two are...
                // * Changes were made to the behavior, and boundary conditions weren't properly tested.
                // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
                // In any case, we pinpoint the source of the problem area here, and hopefully it
                // can be quickly resolved.
                QBCLog.Exception(except);
                IsAttributeProblem = true;
            }
        }

        // DON'T EDIT THIS--it is auto-populated by Git
        public override string VersionId => QuestBehaviorBase.GitIdToVersionId("$Id: a04b526eb4da17f27e4b503c880b4c31aedce5d8 $");


        // Attributes provided by caller
        public int ItemId { get; private set; }
        public int QuestId { get; private set; }
        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement QuestRequirementInLog { get; private set; }
        public InventorySlot Slot { get; private set; }

        // Private variables for internal state
        private bool _isBehaviorDone;
        private Composite _root;

        #region Overrides of CustomForcedBehavior

        protected override Composite CreateBehavior()
        {
            return _root ??
                (_root = new PrioritySelector(
                    new Action(c =>
                    {
                        if (Slot == InventorySlot.None)
                        {
                            Lua.DoString("EquipItemByName (\"" + ItemId + "\")");
                        }
                        else
                        {
                            WoWItem item = StyxWoW.Me.BagItems.FirstOrDefault(i => i.Entry == ItemId);
                            if (item != null)
                            {
                                Lua.DoString("PickupContainerItem({0},{1}) EquipCursorItem({2})",
                                    item.BagIndex + 1, item.BagSlot + 1, (int)Slot);
                            }
                        }
                        _isBehaviorDone = true;
                    })
                ));
        }

        public override void OnFinished()
        {
            TreeRoot.GoalText = string.Empty;
            TreeRoot.StatusText = string.Empty;
            base.OnFinished();
        }

        public override bool IsDone
        {
            get
            {
                return (_isBehaviorDone     // normal completion
                        || !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
            }
        }


        public override void OnStart()
        {
            // This reports problems, and stops BT processing if there was a problem with attributes...
            // We had to defer this action, as the 'profile line number' is not available during the element's
            // constructor call.
            OnStart_HandleAttributeProblem();

            // If the quest is complete, this behavior is already done...
            // So we don't want to falsely inform the user of things that will be skipped.
            if (!IsDone)
            {
                WoWItem item = StyxWoW.Me.CarriedItems.FirstOrDefault(ret => ret.Entry == ItemId);

                if (item != null)
                {
                    this.UpdateGoalText(QuestId, string.Format("Equipping [{0}] Into Slot: {1}", item.SafeName, Slot));
                }
            }
        }

        #endregion
    }
}
